Base Class: Ranger
A deal this Ranger has made allows the Beast Companion to be resurrected with no residual negative effects on the psyche of the creature. As you level up the creature gains new abilities.
Pact of the Beast
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. Attacks made by this creature are considered magical.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies in battle, and after, you still have access to its body you may spend a short rest reviving your companion. In the unfortunate event that the body cannot be recovered, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile towards you and that meets the requirements.
Eldritch Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, if you end your turn within 5 ft of an enemy your companion can half it's movement speed for this turn to travel through shadow to a flanking position with you. Doing so gives this attack a 1d6 extra damage.
Scout's Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make an additional melee attack on its turn.
In addition as long as your companion is within 1 mile you can enter a trance state, entering the senses of your companion to scout the area. While in this state your body is vulnerable but you are aware if any damage is taken. You must use an action to end the connection. If your companion falls unconscious while this connection is active you are shunted back to yourself taking 5d6 psychic damage.
Beast Conduit
Beginning at 15th level, when you cast a spell as long as your beast companion in within 120ft of you, it can be used to cast spells through.
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